The commander that works best with the deck right out of the box. You could even go for a Cat Tribal subtheme with Marisi, since Arahbo, Roar of the World doesn’t just work from the command zone. The good thing about all those Equipment cards is that they’re also strong choices to just put onto Marisi, leveraging its ability to make people attack someone other than you. Because you’re playing white, you could also make Tahngarth indestructible with Avacyn, Angel of Hope. Rogue’s Gloves and Umezawa’s Jitte also apply. The various Swords, like Sword of Feast and Famine or Sword of Fire and Ice, are great choices, because while the creature gets the buff and the protections, you, as controller of the Sword, get the triggers, regardless of who controls Tahngarth. I’d want to make Tahngarth tougher to kill, so Darksteel Plate is a fine choice Hammer of Nazahn might even be a little stronger, since it occasionally gets around equip costs. Because your opponents can’t cast spells during combat, their window to deal with Tahngarth is a little narrower. I’d remove the populate pieces to head in this direction. Marisi, Breaker of the Coil is that commander. If you did that, I wouldn’t call flavor fail on you if you included Crash of Rhino Beetles.Įver since I first saw the card, I really wanted to do something with Tahngarth, First Mate. The other direction you can either take with Ghired or add as a subtheme is Rhino tribal. Those also give them protection from Apex Altisaur’s fight ability. If you then add Asceticism or Archetype of Endurance, then at least that Pandemonium can’t wipe out your team. Continue the token-creating theme with Quicksilver Spear or Sigiled Sword of Valeron for equipment.īecause you’re creating a bunch of tokens for little to no mana, Warstorm Surge will reduce opponents’ life totals pretty quickly-or if you want to live a little more dangerously, Pandemonium. I might swap out Naya Charm for Boros Charm to double up on the indestructible (since with tokens, Faith’s Reward really isn’t much of an option). Elspeth Tirel likely gains you plenty of value, especially since the deck already had Rootborn Defenses. This isn’t the deck with Seedborn Muse in it, but you could go that route anyway, making an 8/8 during everyone’s turn for no mana. The first token-making creature that came to mind is Godsire. I might swap out the Garruk that’s in the deck, Garruk, Primal Hunter, for Garruk Wildspeaker, in order to get some Overrun goodness. The upgrade path here is to go full Giant Adephage: Spawnwrithe, Spitting Slime, Polyraptor, and friends. You could even build a shell and then change which instants or sorceries you want to cast from game to game. We’ll fully commit to the Talrand, Sky Summoner and Guttersnipe option, adding Adeliz, the Cinder Wind Feather, the Redeemed and more. This is also the deck that I’d move Tectonic Hellion into, since it will likely want the help, which suggests even more unblockableness, like Sun Quan, Lord of Wu. Whispersilk Cloak, Rogue’s Passage, and Thassa, God of the Sea are all strong options. Pollen Lullaby or Scattering Stroke might be the best options.Įlsha has prowess, so we’re going to want to make sure combat damage gets through. Being able to look at the top card also means that clash is viable, although the choices aren’t routinely great. We could certainly go full Vedalken Orrery here. We’re also going to engage in some top-of-the-library control, like Sensei’s Divining top and Scroll Rack, so that we can cast what we want when we want to. We’re certainly keeping around Melek if we’re going to play Elsha as the commander. Like with Rayami, don’t discount the fact that it’s a seven-power creature for only five mana. I could probably write a whole piece on the half a dozen different Volrath decks I’d build. Sure, it’s living dangerously, but that’s part of the fun. It can mean defending yourself with Propaganda, Elephant Grass, or Sandwurm Convergence, or maybe the criminally underplayed Wall of Souls. Then you offer opponents incentives to attack elsewhere, like with Vow of Wilderness, Bloodthirsty Blade, or bringing some chaos with Illusionists’s Gambit. There’s an old card from Visions, Aku Djinn, that puts +1/+1 counters on each of your opponents’ creatures. With Forgotten Ancient, you can spread around counters (obviously, also to your own, which you can then make Volrath a copy of). There are quite a few ways to go, and most of them involve counters and probably proliferate.īut before we just go down the avenue of -1/-1 counters, like sliding in Hapatra, Vizier of Poisons and and Archfiend of Ifnir, think about the idea of using other kinds of counters, even +1/+1 counters that make your opponents’ creatures better. This one would demand the greatest overhaul and yields the greatest number of possibilities.
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